• Title/Summary/Keyword: 모바일 이스포츠

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Market Success factors of Mobile Games: Differences by Genres and Changes over Time (모바일 게임의 시장 성공 요소: 게임 장르별 차이와 출시 후 시간 경과에 따른 변화)

  • Yi, Sang-Yoon;Kim, Moon-Yong;Han, Sung-Don;Ahn, Jae-Hyeon
    • Information Systems Review
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    • v.10 no.3
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    • pp.21-38
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    • 2008
  • After the introduction stage, Korean mobile game market is approaching to the growing stage leading mobile contents market. The environment for the mobile contents business is getting better by the expansion of the 3G mobile networks and the enhancement of the mobile devices. In this research, at a content level, not a service level, market success factors of mobile games and the differences by genres and their changes over time were investigated through the analysis of the real market data of mobile games launched by a Korean mobile carrier. The most important factors for market success, especially for the genres of RPG/Tycoon/Simulation and Shooting/Action/Arcade, were found to be the 'design' factor and its effect turned to be getting stronger as time goes by after the launch. Consumers' purchase rate was actually higher for the mobile games of popular genres or in relation with socially popular subject matters. Also 'design' and 'creativity' factors which are related to the quality of contents, have gotten more important over time. One of the most interesting results was that there existed a "blue ocean" genres like Sports/Racing/Leisure which had a steady demand but not many competing games. In the analysis of the 'convenience' factor, one interesting implication for mobile game producers was that there exists a trade off between the ease of initial adoption and the steady sales of a mobile game.

DC vs DC

  • Korea Database Promotion Center
    • Digital Contents
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    • no.6 s.157
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    • pp.75-83
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    • 2006
  • 사람들은 지하철에서 다운로드 받은 모바일게임을 휴대전화로 즐기며, 인터넷에서 방송중인 동영상UCC로 스포츠를 시청하기도 한다. 온라인 속 자신의 또 다른 분신인 아바타 꾸미기에 심혈을 기울이고, 휴대전화 MP3로 좋아하는 음악을 듣는다. 이렇듯 DC는 이제 우리네 일상생활 속에 깊숙이 자리 잡으며 단기간에 국내 중추 산업으로 성장하기에 이르렀다. 이는 수많은 국내 DC 기업들의 도전과 꿈이 있었기에 가능했던 일. 이번 창간 특집 DC vs DC에 서는 때론 경쟁하면서 때론동반자로 DC 산업의 성장을 이끈 업체들을 비교∙분석했다.

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Determinants of perceptual switching costs for digital game: focused on the different effects of basic psychological needs satisfaction (게임 전환 비용의 결정 요인: 모바일 게임 사용자의 기본적 심리 욕구 충족 차이를 중심으로)

  • Kim, Young-Berm;Lee, Sang-Ho
    • Journal of the Korea Convergence Society
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    • v.11 no.1
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    • pp.131-139
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    • 2020
  • Gamers switch their games to a new when get bored or encounter more attractive ones. Switching cost varies by gamers and depends on how they are satisfied with their current game. This study evaluates the satisfaction with current games as the miltiple basic psychological need in the self-determination theory and suggests 'needs-costs' causality research model that explain the variety of gamer's switching behavior. As the empirical test to domestic mobile gamers, the autonomy fulfillment to current game affect reversely with those of autonomy and relatedness. Those relationships between need satisfaction and perceptual switching cost vary according to their age and game genre preference. The results would be applied to understand gamers' switching behavior.

A Study on Strategic Marketing Plans for the Effective Expansion of Mobile Game Industry (모바일 게임 산업의 효과적 전략적 마케팅 전략 방안에 관한 연구)

  • Kang, Tae-Wook
    • Journal of Korea Entertainment Industry Association
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    • v.15 no.3
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    • pp.297-309
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    • 2021
  • Many game companies are releasing various games based on mobile platforms, and they are using various marketing strategies such as using celebrities to expand their influence on the initial market. This increases the related cost, which makes the continued development of small and medium-sized game companies more difficult. Therefore, this study attempts to understand consumer values according to the type of mobile game marketing and to explore the factors that affect the switching intention of mobile games based on real users of mobile games. As a result of this study, it was found that the playfulness and economics of mobile game marketing have positive effect on the attitudes towards mobile game advertisements and attitudes towards mobile games, but the attractiveness of mobile game marketing using celebrities does not. It was found that attitudes towards mobile game advertisements and attitudes towards mobile games have an influence on the switching intention of mobile games. Through this, we intend to provide useful implications for small and medium game companies to seek effective marketing plans.

Usability Evaluation of a Mobile App for Sexual Violence Survivors (성폭력 피해 경험자를 위한 모바일 앱 사용성 평가)

  • Lee, Jieha;Park, Young;Jung, Jai E.;Kim, Kihyun;Park, Jooyoung
    • The Journal of the Korea Contents Association
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    • v.22 no.9
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    • pp.700-711
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    • 2022
  • The purpose of this study is to evaluate the usability of the mobile app 'Allive' to improve accessibility to resources and mental health services among sexual violence survivors. Participants include survivors of sexual violence as well as service providers at sexual violence crisis intervention centers. The usability test was conducted as a quantitative and qualitative evaluation after study participants used the app in a real-life environment. The results of usability testing highlighted the positive and beneficial impact on mental health function as well as accessibility to essential resources for those who have experienced sexual violence.

Guideline for Real-Time Video Search Technology Certification (실시간 비디오 검색 기술 평가 및 인증)

  • Oh, Weon-Geun;Lee, Seung-Jae;Lee, Keun-Dong;Jung, Da-Un;Son, Hyung-Kwan
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2015.11a
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    • pp.165-168
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    • 2015
  • 최근 디지털 콘텐츠 및 멀티미디어는 거의 모든 IT 산업에서 중요한 역할을 하고 있으며, 이중에서도 비디오 콘텐츠는 그 동안의 검색, 유통, 관리 등의 수동적인 범위를 넘어 실세계와의 실시간 상호작용을 통한 능동적이며 혁신적인 역할을 수행하고 있다. 실시간 비디오 검색 기술은, 다양한 분야에서 활용이 가능한데, 대표적인 서비스 분야는 ALV(Autonomous Land Vehicle : 무인자동차), SNS 서비스, 오락/스포츠/광고 서비스, 모바일 쇼핑, AR, Surveillance 분야 등 매우 다양하다. 본 논문에서는, 실시간 비디오 검색 기술의 개요와 적용분야 및 사례를 설명하고 실시간 비디오 검색기술을 객관적으로 평가할 수 있는 방법, 절차에 대한 인증서에 대한 규격을 제정하여, 사용자가 표준화된 실시간 비디오 검색 기술의 인증서의 내용을 토대로 자신의 목적에 따라 기술을 선택하여 사용할 수 있도록 하였다.

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An Analysis for Deriving New Convergent Service of Mobile Learning: The Case of Social Network Analysis and Association Rule (모바일 러닝에서의 신규 융합서비스 도출을 위한 분석: 사회연결망 분석과 연관성 분석 사례)

  • Baek, Heon;Kim, Jin Hwa;Kim, Yong Jin
    • Information Systems Review
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    • v.15 no.3
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    • pp.1-37
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    • 2013
  • This study is conducted to explore the possibility of service convergence to promote mobile learning. This study has attempted to identify how mobile learning service is provided, which services among them are considered most popular, and which services are highly demanded by users. This study has also investigated the potential opportunities for service convergence of mobile service and e-learning. This research is then extended to examine the possibility of active convergence of common services in mobile services and e-learning. Important variables have been identified from related web pages of portal sites using social network analysis (SNA) and association rules. Due to the differences in number and type of variables on different web pages, SNA was used to deal with the difficulties of identifying the degree of complex connection. Association analysis has been used to identify association rules among variables. The study has revealed that most frequent services among common services of mobile services and e-learning were Games and SNS followed by Payment, Advertising, Mail, Event, Animation, Cloud, e-Book, Augmented Reality and Jobs. This study has also found that Search, News, GPS in mobile services were turned out to be very highly demanded while Simulation, Culture, Public Education were highly demanded in e-learning. In addition, It has been found that variables involving with high service convergence based on common variables of mobile and e-learning services were Games and SNS, Games and Sports, SNS and Advertising, Games and Event, SNS and e-Book, Games and Community in mobile services while Games, Animation, Counseling, e-Book, being preceding services Simulation, Speaking, Public Education, Attendance Management were turned out be highly convergent in e-learning services. Finally, this study has attempted to predict possibility of active service convergence focusing on Games, SNS, e-Book which were highly demanded common services in mobile and e-learning services. It is expected that this study can be used to suggest a strategic direction to promote mobile learning by converging mobile services and e-learning.

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Interactive Broadcasting Service Using Mobile Messenger (모바일 메신저를 이용한 양방향 방송서비스)

  • KIM, Joon-Won;Lee, Jung-Gyu
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.13 no.4
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    • pp.157-163
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    • 2013
  • The development of the latest media technology has changed the traditional broadcasting system. The traditional broadcasting system, which was operated by the mass media and the terrestrial broadcasters, is now transformed to the viewer-centered and bidirectional media through the convergence of internet and mobile. In terms of broadcasting environment, the function of the traditional TVs has been changed to the Smart TVs combined with an open platform which not only deliver visual contents, but also supply various applications and additional information linking the content providers and viewers. This ongoing broadcasting environmental change has made it possible for viewers to participate in the programs such as reality shows or sports events through SNS, texting or phone calls. Therefore, the purpose of this experiment is to present the ways to promote easier and more convenient viewer-participation in the programs by applying mobile messenger to existing broadcasting system in order to enhance the involvement of broadcasters and viewers of the programs and to diversify the roles of content providers and viewers in broadcasting.

Smart Content Implementation Strategy for PyeongChang Winter Olympics (평창동계올림픽 스마트콘텐츠 구현전략)

  • Weon, Dal Soo
    • The Journal of the Convergence on Culture Technology
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    • v.2 no.4
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    • pp.41-44
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    • 2016
  • Though expandeding rapidly in recent years in smart content market, it has been limited utiliztion of smart contents due to limitations of duration and characteristics in the host country. In the past two Olympics, it tried but is lack of leverage. In this study, we suggest the utilization of smart contents of Pyeong Chang Olympic Winter Games held in South Korea in 2018. It is expected to be a unique opportunity enabled the advent of smart content worldwide coupled with Tokyo, Beijing Olympics.

A Study on the Teaching Methods of Students' Baseball Team Using the Secondary Record Calculation System (2차 기록 계산 시스템을 활용한 학생 야구부 훈련 지도 방안)

  • Kim, Semin;Lee, Gyujeong;Lee, Jeongwon;Jeon, Byungil;Hong, Ki-Cheon;You, Kangsoo;Lee, Choong Ho
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2019.05a
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    • pp.612-614
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    • 2019
  • In this study, amateur baseball team leaders studied ways to train student baseball team players through records management. To this end, a system was developed that could apply the formula for obtaining various secondary records or savermetrics data. The team distributed the information to three leaders of the student baseball team and studied the training guidelines through the target group interface. Through the records, students were able to increase motivation and make sure that all the players were faithful to their roles.

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